Clash Royale Guides Tagged Articles RSS Feed | GameSkinny.com Clash Royale Guides RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Clash Royale Heal Spirit Stats and How to Use It in Your Deck https://www.gameskinny.com/mkxzk/clash-royale-heal-spirit-stats-and-how-to-use-it-in-your-deck https://www.gameskinny.com/mkxzk/clash-royale-heal-spirit-stats-and-how-to-use-it-in-your-deck Mon, 06 Apr 2020 17:20:48 -0400 Derek Paulus

The Clash Royale Heal spell is no more, but its spirit lives on. Quite literally, in fact: Supercell has replaced the card with the Heal Spirit, which is a 1 Elixer healing power that improves the health of nearby troops when attacking an enemy.

Heal Spirit has automatically entered players' decks, so there is no need to find it through chests or challenges, and it exists at the same upgrade level as the Heal spell so that players don't lose any gold.

Why Did Clash Royale Get Rid of the Heal Spell?

It's widely agreed among players that the Heal spell was the worst card in the game, and it was almost never used. Though changing from a Heal spell to a Heal Spirit seems minor, the difference in effectiveness is already noticeable.

Not only does the Heal Spell deliver both damage to enemies and health to friendlies, its healing abilities are also far superior to that of the Heal spell. Whereas the Heal spell delivered 94 health per second (lasting a duration of two seconds) at max level, the Heal Spirit delivers 532 health at max level (along with 132 damage).

Of course, there is a trade-off. Since it is a spirit and not a spell, Heal Spirit can be killed before its effect comes into play. It only provides nearby troops with health points when it attacks an enemy troop, so players will be able to easily counter it with other low elixir spells like Zap and Log.

Still, it's already proving to be a far more useful card than its discarded spell counterpart. So how can you get the most out of using Heal Spirit in your Clash Royale deck? While specific deck suggestions will vary based on the upgrade level at which you have other cards, there are some general tips for using it in your deck.

Heal Spirit Strategies for Clash Royale Decks

1. Pair Heal Spirit with high damage-dealing troops

Heal Spirit may only cost 1 Elixir, but that doesn't mean it should be wasted. Though everyone has their own playing style and will no doubt find unique ways to use the card, what we've seen from Heal Spirit so far is that it may be best when paired with high-damage and high-hp cards, ones that can do some serious harm if they reach the enemy tower.

Such cards include P.E.K.K.A., Mini P.E.K.K.A., Hog Rider, and Giant Skeleton. The reason these pair so well with Heal Spirit is that even just one hit on the tower from these types can be devastating. For the price of just 1 Elixir, Heal Spirit can dispense that little bit of extra health to give Hog Rider one more hit on the tower or give Giant Skeleton just enough time to get near enough to the tower for its bomb to deal serious damage.

2. Don't leave Heal Spirit as the only spell bait in your deck

Heal Spirit may be a spell type card, but like other spirit cards such as Fire Spirit or Ice Spirit, it can be countered. Therefore, it may not be wise to include Heal Spirit as your only spell bait card.

You don't want to find yourself in a situation where your opponent is waiting to use their Zap, Log, or Arrows as soon as you've played your Heal Spirit card. Instead, include a spell bait card in your deck to attract those low Elixir spells that can help you know when it's safe (or at least "safer") to play Heal Spirit.

In fact, spell bait decks are another strategy to consider using with Heal Spirit. For example, you can pair it with Goblin Gang or Goblin Barrel. Though they have low health individually, Heal Spirit will deliver health points to all the goblins in the card, resulting in several additional hits on enemy troops or a tower.

3. Max your healing capability with Heal Spirit, Battle Healer, and Mirror

Battle Healer is another relatively recent addition to Clash Royale decks, and like Heal Spirit, it delivers health points to nearby troops. This particular card emits health points whenever it is engaged with enemy troops, while also adding points to its own health bar. So there are now two cards at your disposal to heal troops with while in battle. Combine this with Mirror and you could potentially have three or more healing troops in the arena at one time.

If played wisely, this strategy could help you climb the crown ladder. That said, because it's not exactly frugal with Elixir, you're likely to have far more success with this strategy in 2x- or 3x-Elixir events, or the recent Infinite-Elixir Challenge.

This allows you to amass battle healers behind your front lines, which will heal nearby troops and themselves when in battle, effectively giving each Battle Healer extra health points when you have more than one in play at any given time. Then, roll in your Heal Spirit as necessary to deliver another burst of healing power. When played properly, it can be almost unstoppable in high elixir challenges.

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Though it's possible we'll see Heal Spirit's stats get adjusted in the near future when balance changes are made, it appears to be an impressive and useful addition to the Clash Royale card deck so far, and is without a doubt an improvement over its predecessor. Let us know your favorite strategy for playing Heal Spirit in the comments, and be sure to check out our other Clash Royale guides as well!

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Clash Royale Guide: Best Decks for Dominating Each Arena https://www.gameskinny.com/h18gf/clash-royale-guide-best-decks-for-dominating-each-arena https://www.gameskinny.com/h18gf/clash-royale-guide-best-decks-for-dominating-each-arena Fri, 23 Jun 2017 17:23:08 -0400 ActionJ4ck

Clash Royale is a relatively simple RTS. However, consistently toppling other players is anything but. With 11 different arenas to in which to play, each granting access to different sets of cards, knowing which eight cards to build your deck from can seem like a daunting task. But the key is adaptability.

Because each arena unlocks new cards to use, the strategies employed by players in these arenas will be different as well. That means that the deck that helped you tear through Arena 3: Barbarian Bowl may not get you very far in Arena 5: Spell Valley. To help you with this, we've compiled the best decks to use in each of Clash Royale's 11 arenas. 

Arena 1: Goblin Stadium

Deck: Spear Goblins, Archers, Bomber, Baby Dragon, Musketeer, Knight, Giant, Arrows/Fireball

Being the first arena, Goblin Stadium is predictably simple to get through. The strategy behind this deck is for the ranged attackers (Spear Goblins, Archers, Bomber, Baby Dragon) to defeat and/or weaken enemies before they can damage the Knight and Giant, who will be the main tower destroyers. Fireball is good for clearing enemy advances, but Arrows will work just fine, too, if you prefer something with a bit lower Elixir cost.

Arena 2: Bone Pit

Deck: Balloon/Prince, Giant, Baby Dragon, Musketeer, Goblin Hut, Bomber, Fireball, Arrow

In the Bone Pit you're going to be clashing with fewer newbies, so you'll have to be a tad more prepared. More players will also start to feature rare and epic cards in their decks, but the bright side is that so will you.

The main focus of this deck is relying on Giant and Balloon to deal massive damage to your opponents' towers, with the former leading the charge to sponge up hits for the latter. Baby Dragon, Musketeer, and Goblin Hut will help keep foes off of your tower destroyers, with Musketeer being particularly useful for combating opponents' Baby Dragons (an especially powerful card in the first few arenas). Fireball and Arrow are there for enemy crowd control and supporting your troops.

It's important to note that you may have a hard time getting your hands on Balloon if you're unlucky with your chest rewards, so don't be afraid to stick with the deck from Arena 1 for a bit as well or plug Prince in its place. It probably won't be a wrecking ball in Bone Pit, but it will still be decent. 

Arena 3: Barbarian Bowl

Deck: Goblin Hut, Tombstone, Witch, Minions, Spear Goblins, Goblins/Fireball/Arrows, Giant, Cannon

As the name "Barbarian Bowl" might imply, Barbarians and Barbarian Hut (which spawns Barbarians) are common cards here thanks to their well-rounded capabilities. As such, it might be better to go against the grain and try to counter Barbarians instead of using them. 

This deck can quickly overwhelm Barbarians with sheer numbers and advantage. Barbarians are susceptible to being swarmed and can't fight back against aerial troops, so the first six cards can be particularly effective against them by generating lots of troops. Giant will lead the charge against enemy towers while Cannon should be placed to defend your own. 

If you wish to make the deck a bit more well-rounded against non-Barbarian threats, then feel free to swap out Goblins for Fireball or Arrows. 

Arena 4: P.E.K.K.A's Playhouse

Deck: Spear Goblins, Baby Dragon, Minion Horde/Barbarians, Prince, Balloon, Giant Skeleton, Arrows, Rocket/Tesla

In Arena 4, it is important to have some defensive measures in place due to the prominence of Hog Rider, a troop that will jump over the center river and go straight for buildings.

This is a solid and relatively easy to acquire deck for P.E.K.K.A's Playhouse. Prince, Balloon, and Giant Skeleton are meant to be the main tower offense forces here, with Spear Goblins, Baby Dragon, and Arrows handling most of the enemy's troops. Their range will also help them hit enemies' Hog Riders. The choice between Minion Horde and Barbarians or Rocket and Tesla is entirely dependent on if you would prefer to take a more offensive or defensive approach, respectively. 

If you choose to go the more offensive route and put Rocket in your deck, use it as a finisher for towers and such. Only in emergencies should you use it on one of your opponent's troops since it's a bit on the pricey side. That's what the Arrows card is for, after all. If you go with Tesla instead, be sure to put it near the bridge opposite from the one you are mainly using so you can bait your opponent into it more easily. 

Arena 5: Spell Valley

Deck: Giant, Balloon, Barbarians, Musketeers, Minions, Fire Spirits, Zap, Arrows/Fireball

We're getting into the area of some serious play here in Spell Valley, so get ready because the possible deck combinations that you'll be facing will only increase. A popular choice for this arena is a slightly upgraded version of the Giant+Balloon ground+air punch that we talked about for Arena 2: Bone Pit. 

Just like with the Bone Pit, Giant will lead the charge while Balloon follows behind it. Musketeers, Minions, and Fire Spirits are there to counter foes using the same strategy, while Barbarians will supply utility. Choosing Arrows or Fireball is just a matter of personal preference of lower Elixir cost and lower power versus higher Elixir cost and higher power.

Alternatively, you could also give this Hog Rider deck a try:

Hog Rider, Goblin Barrel, Skeleton Army, Valkyrie, Fire Spirits, Zap, Fireball/ArrowsBomb Tower

The main punch of this deck is the Hog Rider and Goblin Barrel cleaning up the enemy troops after a Zap and then teaming up on a tower, with the Skeleton Army and Valkyrie dealing with single and multiple troop attacks respectively. Skeleton Army can also make a strong push towards a tower if need be. Bomb Tower, Fireball/Arrows, and Fire Spirits are there for general defense. 

Arena 6: Builder's Workshop

Right now the metagame doesn't shift too drastically from Spell Valley to Builder's Workshop, so the same decks you've found success with in Arena 5 should serve you well enough here as well.

Arena 7: Royal Arena

Deck: Royal Giant, Tornado, Furnace, Wizard, Skeleton Army, Barbarians, Archers, Princess

Royal Giant is your main tower attacker here, with a combination of Tornado, Furnace, and Wizard to deal with whatever may threaten your Royal Giant on his way. Skeleton Army should be able to handle most single large threats, with Archers and Princess around for ranged support and Barbarians to provide flexible utility.

Arena 8: Frozen Peak, Arena 9: Jungle Arena, Arena 10: Hog Mountain, and Arena 11: Legendary Arena

The final four arenas are where the metagame starts to level out a bit and smart, skillful play sets the top tier players apart from the chumps. By the time you've reached these arenas, you should have a pretty generous supply of legendary and leveled up cards. We'll go over the current top decks at these upper tiers, but keep in mind that you'll still need good play skills and solid Clash Royale knowledge to use them effectively against other high-level players.

Deck: Bowler, Electro Wizard, Baby Dragon, Tornado, Poison, Graveyard, Knight, Skeletons

One of the current top decks at these tiers is the Splashyard deck (above), which features the fatal Poison+Graveyard combo but with a few variances. First, we have Splashyard featuring Bowle.

The Bowler, Electro Wizard, and Baby Dragon combo can give some excellent push back against incoming troops as they make their way toward the tower, especially with Tornado to move foes to the perfect position. But the real destructive force here is the 9-Elixir combo of Graveyard+Poison Spell. Graveyard will decimate an opponent's tower while Poison takes care of any threats to the summoned Skeletons. Skeletons are there to defend against large single threats and Knight functions as a cheap tank to keep your opponent's troops off your tower or other units. 

We also see a lot of Splashyard with Night Witch and Executioner.

Deck: Tornado, Executioner, Baby Dragon, Night Witch, Graveyard, Poison, Skeletons, Ice Golem/Knight

Tornado combined with Executioner is the main defensive force here, with Baby Dragon also filling in that role as needed. Where this deck gets deadly is getting Night Witch and Graveyard out on the field at one time, typically forcing opponents to use their Zap spell to deal with one while the other lays down a heavy assault on their tower.

The Graveyard+Poison combo is also just as deadly here. Skeletons and Ice Golem/Knight are used to kite enemy troops away from your towers and troops. The choice between Ice Golem and Knight is really dependent on if you prefer lower cost or higher defense.

Finally, we'll go over another commonly seen deck at higher tiers called Hog Exenado or Hog Tornado.

Deck: Hog Rider, Knight/Ice Golem, Lightning, Executioner, Tornado, Valkyrie, Skeletons, Log

Hog Rider is the main tower rusher here while Knight or Ice Golem functions as your tank and to pull attention away from Hog Rider. Again, this choice is up to your preference of defense vs cost. Lightning will be used to break through your opponents defenses to let Hog Rider run wild. Executioner+Tornado is your ultimate defense maneuver here, while Skeletons can kite foes and Valkyrie and Log deal with crowd controlling the enemies troops. 

This is by no means a comprehensive list of viable decks in Clash Royale, but it should be more than enough to help you get a solid foothold in each arena. Also remember that as developer Supercell continues to add new cards and balancing tweaks, the favored decks and strategies will likewise change; so be sure to come back to GameSkinny for Clash Royale guides, tips, and news.

Do you have a strong deck for a specific arena? Can you think of any improvements for these deck lists? Feel free to let us know down below.

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Clash Royale's 4 New Cards and Where to Get Them https://www.gameskinny.com/5iwyd/clash-royales-4-new-cards-and-where-to-get-them https://www.gameskinny.com/5iwyd/clash-royales-4-new-cards-and-where-to-get-them Mon, 19 Jun 2017 11:17:12 -0400 Tobbpitt

Clash Royale's updates are always rewarding to the players, and this most recent one is no different! We got some quality-of-life changes -- like being able to add friends to our clans, more deck slots post-level 8, and of course new cards. Sweet, sweet new cards.

The stars of the new update are the 4 new cards added to the game's roster, each one with its own place in your collection (and decks). So what are the four new cards? Let's go over them from least to most rare.

Skeleton Barrel (Common)

Despite its rarity, the Skeleton Barrel is a pretty handy unit that does a great job of destroying buildings (and only buildings). It's similar to the Battle Ram, but the Battle Ram is melee while this one is a flying unit.

This is a 3 Elixir cost unit that drops 8 skeletons once it collides with a building or is destroyed. It may not be the most flashy (or rare) of Clash Royale's four new cards, but it definitely has its uses.

You can unlock this card in the Builder's Workshop (Arena 6).

Flying Machine (Rare)

Another flying unit card? You bet! The Flying Machine is a far cry from the Skeleton Barrel in that it focuses on air and ground units rather than just buildings. Though of course it attacks buildings as well.

This flying unit doesn't do a ton of damage, but it's fast and has an exceedingly far range. Currently it can attack from up to 6 tiles away, making it the longest-range unit in the game. This 4 Elixir cost card is real sniper with low HP, reasonable damage (same as the Spear Goblin), and long range.

You can unlock this card in the Jungle Arena (Arena 9).

Cannon Cart (Epic)

Unlike the previous two cards, the one is land-based -- but that doesn't mean it's not just as deadly.

The Cannon Cart is unique, in that it acts as a normal moving unit as long as its shield is up. But once it's been destroyed, the cannon is dropped on the ground and immobile. In either case, its range is more than enough and makes the Cannon Cart a formidable ally against ground units.

This baby does some decent damage and can take more than a few hits before the shield drops, making it a worthy 5 Elixir cost unit.

You can find the Cannon Cart in Hog Mountain (Arena 10).

Mega Knight (Legendary)

This is the card everyone has been waiting for, though the other new ones in the latest update are nothing to scoff at. The Mega Knight is simply on a different level, as legendaries should be.

Mega Knight is a pretty mobile tank unit that just also just happens to do maybe a little too much damage. Not only does he do area damage when he attacks, he does high damage when he is deployed and does high damage when he jumps to his targets.

This unit can jump to enemies 4 or 5 tiles away and the jump does impact damage, which can be lethal for some weaker enemies.  Even if it's not, his area of effect attacks will clean them up.

The one downside (or upside, if you're against one) is that this 7 Elixir cost monstrosity only attacks ground units. You can try to plink him to death with flying units and he won't be able to do a thing.. but that doesn't mean your opponent can't play some flying or flying-targeting units of their own to deal with your own counter.

You hopefully will be able to unlock this card via Hog Mountain (Arena 10) or get lucky with a Legendary Chest.

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